NAME

xpilot-ng-server - server for multiplayer space war game.

SYNOPSIS

xpilot-ng-server [ options ]

DESCRIPTION

Copyright ?? 1991-2005 by Bj??rn Stabell, Ken Ronny Schouten,
Bert Gijsbers, Dick Balaska, Uoti Urpala, Juha Lindstr??m,
Kristian S??derblom and Erik Andersson. XPilot NG
4.7.3~cvs20080224 comes with ABSOLUTELY NO WARRANTY; for details
see the provided COPYING file.
Option flags specify where an option can be used and whether it is
visible or not. Default flags are "any" if not otherwise specified by
one or more of these keywords:
command May be specified on the command-line. passwordfile May
be specified in the password file. defaults May be specified in
the defaults file. any May be specified in the map file,
defaults file,
or on the command line.
invisible Is not displayed when a list of options is
requested from the server by an operator.
The possible options include:
-help
Print out this help message.
-version
Print version information.
-dump
Print all options and their default values in defaultsfile
format.
-expand <list>
Expand a comma separated list of predefined settings. These
settings can be defined in either the defaults file or in a map
file using the "define:" operator. [ Flags: command, invisible
]
-gravity <real>
Gravity strength.
-shipMass <real>
Mass of fighters.
-ballMass <real>
Mass of balls.
-minItemMass <real>
The minimum mass per item when carried by a ship.
-shotMass <real>
Mass of bullets.
-shotSpeed <real>
Maximum speed of bullets.
-shotLife <real>
Life of bullets in ticks.
-/+treasureCollisionKills or treasureKills
Does a player die when hitting a ballarea?
-ballCollisionFuelDrain or ballFuelDrain <real>
How much fuel does a ball collision cost?
-playerCollisionFuelDrain or playerFuelDrain <real>
How much fuel does a player collision cost?
-/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain
Does the fuel drain from shot hits depend on their mass and
speed? This should be set to false on Blood’s Music maps.
-fireRepeatRate or fireRepeat <real>
Number of ticks per automatic fire (0=off).
-pulseSpeed <real>
Speed of laser pulses.
-pulseLife <real>
Life of laser pulses shot by ships, in ticks.
-pulseLength <real>
Max length of laser pulse.
-laserRepeatRate or laserRepeat <real>
Number of ticks per automatic laser pulse fire (0=off).
-maxRobots or robots <integer>
The maximum number of robots wanted. Adds robots if there are
less than maxRobots players.
-minRobots <integer>
The minimum number of robots wanted. At least minRobots robots
will be in the game, if there is room.
-robotFile <string>
The file containing parameters for robot details. [ Flags:
command, defaults, invisible ]
-/+robotsTalk
Do robots talk when they kill, die etc.?
-/+robotsLeave
Do robots leave the game?
-robotLeaveLife <integer>
After how many deaths does a robot want to leave? (0=off).
-robotTeam <integer>
Team to use for robots.
-/+restrictRobots
Are robots restricted to their own team?
-/+reserveRobotTeam
Is the robot team only for robots?
-robotUserName or robotRealName <string>
What is the robots’ apparent user name?
-robotHostName <string>
What is the robots’ apparent host name?
-tankUserName or tankRealName <string>
What is the tanks’ apparent user name?
-tankHostName <string>
What is the tanks’ apparent host name?
-tankScoreDecrement or tankDecrement <real>
How much lower is the tank’s score than the player’s?
-/+selfImmunity
Are players immune to their own weapons?
-defaultShipShape <string>
What is the default ship shape for people who do not have a ship
shape defined?
-tankShipShape <string>
What is the ship shape used for tanks?
-maxPlayerShots or shots <integer>
Maximum number of shots visible at the same time per player.
-/+shotsGravity
Are shots affected by gravity.
-/+Log
Log major server events to log file?
-/+idleRun or rawMode
Does server calculate frames and do robots keep on playing even
if all human players quit? [ Flags: command, defaults ]
-/+noQuit
Does the server wait for new human players to show up after all
players have left. [ Flags: command, defaults ]
-/+logRobots
Log the comings and goings of robots. [ Flags: command,
defaults ]
-mapWidth <integer>
Width of the world in pixels.
-mapHeight <integer>
Height of the world in pixels.
-mapFileName or map <string>
The filename of the map to use. [ Flags: command, defaults,
invisible ]
-mapName <string>
The title of the map.
-mapAuthor <string>
The name of the map author.
-mapData <string>
Block map topology. [ Flags: command, any, invisible ]
-contactPort or port <integer>
The server contact port number. [ Flags: command, defaults ]
-serverHost <string>
The server’s fully qualified domain name (for multihomed hosts).
[ Flags: command, defaults ]
-greeting or xpilotGreeting <string>
Short greeting string for players when they login to server.
-/+allowPlayerCrashes
Can players overrun other players?
-/+allowPlayerBounces
Can players bounce with other players?
-/+allowPlayerKilling or killings
Should players be allowed to kill one other?
-/+allowShields or shields
Are shields allowed?
-/+playerStartsShielded or playerStartShielded
Do players start with shields up?
-/+shotsWallBounce
Do shots bounce off walls?
-/+ballsWallBounce
Do balls bounce off walls?
-/+ballCollisionDetaches or ballHitDetaches
Does a ball get freed by a collision with a player?
-/+ballCollisions
Can balls collide with other objects?
-/+ballSparkCollisions
Can balls be blown around by exhaust? (Needs ballCollisions too)
-/+minesWallBounce
Do mines bounce off walls?
-/+itemsWallBounce
Do items bounce off walls?
-/+missilesWallBounce
Do missiles bounce off walls?
-/+sparksWallBounce
Do thrust spark particles bounce off walls to give reactive
thrust?
-/+debrisWallBounce
Do explosion debris particles bounce off walls?
-/+asteroidsWallBounce
Do asteroids bounce off walls?
-/+pulsesWallBounce
Do laser pulses bounce off walls?
-/+cloakedExhaust
Do engines of cloaked ships generate exhaust?
-maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>
The maximum allowed speed for objects to bounce off walls.
-maxSparkWallBounceSpeed or maxSparkBounceSpeed <real>
The maximum allowed speed for sparks to bounce off walls.
-maxShieldedWallBounceSpeed or maxShieldedBounceSpeed <real>
The max allowed speed for a shielded player to bounce off walls.
-maxUnshieldedWallBounceSpeed or maxUnshieldedBounceSpeed <real>
Max allowed speed for an unshielded player to bounce off walls.
-playerWallBounceType or wallBounceType <integer>
What kind of ship wall bounces to use.
A value of 0 gives the old XPilot wall bounces, where the ship
velocity in the direction perpendicular to the wall is reversed
after which the velocity is multiplied by the value of the
playerWallBounceBrakeFactor option.
A value of 1 gives the "separate multipliers" implementation.
A value of 2 causes Mara’s suggestion for the speed change in
the direction parallel to the wall to be used. Vtangent2 =
(1-Vnormal1/Vtotal1*wallfriction)*Vtangent1
A value of 3 causes Uau’s suggestion to be used: change the
parallel one by MIN(C1*perpendicular_change, C2*parallel_speed)
if you assume the wall has a coefficient of friction C1. .
-playerWallBounceBrakeFactor or playerWallBrake <real>
Factor to slow down ship in direction perpendicular to the wall
when a wall is hit (0 to 1).
-playerBallBounceBrakeFactor or playerBallBrake <real>
Elastic or inelastic properties of the player-ball collision 1
means fully elastic, 0 fully inelastic.
-playerWallFriction or wallFriction <real>
Player-wall friction (0 to 1).
-objectWallBounceBrakeFactor or objectWallBrake <real>
Factor to slow down objects when they hit the wall (0 to 1).
-objectWallBounceLifeFactor <real>
Factor to reduce the life of objects after bouncing (0 to 1).
-afterburnerPowerMult or afterburnerPower <real>
Multiplication factor for afterburner power.
-wallBounceDestroyItemProb <real>
The probability for each item a player owns to get destroyed
when the player bounces against a wall.
-/+reportToMetaServer or reportMeta
Keep the meta server informed about our game? [ Flags: command,
defaults ]
-metaUpdateMaxSize <integer>
Maximum size of meta update messages.
-/+searchDomainForXPilot
Search the local domain for the existence of xpilot.domain? [
Flags: command, defaults ]
-denyHosts <string>
List of network addresses of computers which are denied service.
Addresses may be followed by a slash and a network mask. [
Flags: command, defaults ]
-/+limitedVisibility
Should the players have a limited visibility?
-minVisibilityDistance or minVisibility <real>
Minimum block distance for limited visibility, 0 for default.
-maxVisibilityDistance or maxVisibility <real>
Maximum block distance for limited visibility, 0 for default.
-/+limitedLives
Should players have limited lives? See also worldLives.
-worldLives or lives <integer>
Number of lives each player has (no sense without limitedLives).
-/+reset
Does the world reset when the end of round is reached? When
true all mines, missiles, shots and explosions will be removed
from the world and all players including the winner(s) will be
transported back to their homebases. This option is only
effective when limitedLives is turned on.
-resetOnHuman or humanReset <integer>
Normally, new players have to wait until a round is finished
before they can start playing. With this option, the first N
human players to enter will cause the round to be restarted. In
other words, if this option is set to 0, nothing special happens
and you have to wait as usual until the round ends (if there are
rounds at all, otherwise this option doesn’t do anything). If it
is set to 1, the round is ended when the first human player
enters. This is useful if the robots have already started a
round and you don’t want to wait for them to finish. If it is
set to 2, this also happens for the second human player. This
is useful when you got bored waiting for another player to show
up and have started playing against the robots. When someone
finally joins you, they won’t have to wait for you to finish the
round before they can play too. For higher numbers it works the
same. So this option gives the last human player for whom the
round is restarted. Anyone who enters after that does have to
wait until the round is over.
-/+allowAlliances or alliances
Are alliances between players allowed? Alliances are like
teams, except they can be formed and dissolved at any time.
Notably, teamImmunity works for alliances too. To manage
alliances, use the ’/ally’ talk command: ’/ally invite <player
name>’ to invite another player to join you. ’/ally cancel’ to
cancel such an invitation. ’/ally refuse <player name>’ to
decline an invitation from a player. ’/ally refuse’ to decline
all the invitations you received. ’/ally accept <player name>’
to join the other player. ’/ally accept’ to accept all the
invitations you received. ’/ally leave’ to leave the alliance
you are currently in. ’/ally list’ lists the members of your
current alliance. If members from different alliances join, all
their allies do so.
-/+announceAlliances
Are changes in alliances made public? If this option is on,
changes in alliances are sent to all players and all alliances
are shown in the score list. Invitations for alliances are never
sent to anyone but the invited players.
-/+teamPlay or teams
Is the map a team play map?
-/+lockOtherTeam
Can you watch opposing players when rest of your team is still
alive?
-/+teamFuel
Do fuelstations belong to teams?
-/+teamCannons
Do cannons belong to teams?
-cannonSmartness <integer>
0: dumb (straight ahead), 1: default (random direction), 2: good
(small error), 3: accurate (aims at predicted player position).
Also influences use of weapons.
-/+cannonsPickupItems
Do cannons pick up items?
-/+cannonFlak or cannonAAA
Do cannons fire flak or normal bullets?
-cannonDeadTicks <real>
How many ticks do cannons stay dead? Replaces option
cannonDeadTime.
-cannonShotSpeed <real>
Speed of cannon shots.
-minCannonShotLife <real>
Minimum life of cannon shots, measured in ticks. If this is set
to a value greater than maxCannonShotLife, then
maxCannonShotLife will be set to that same value.
-maxCannonShotLife <real>
Maximum life of cannon shots, measured in ticks. If this is set
to a value less than minCannonShotLife, then minCannonShotLife
will be set to that same value.
-cannonInitialFuel <integer>
How much fuel cannons start with.
-cannonInitialTanks <integer>
How many tanks cannons start with.
-cannonInitialECMs <integer>
How many ECMs cannons start with.
-cannonInitialArmor or cannonInitialArmors <integer>
How much armor cannons start with.
-cannonInitialMines <integer>
How many mines cannons start with.
-cannonInitialMissiles <integer>
How many missiles cannons start with.
-cannonInitialCloaks <integer>
How many cloaks cannons start with.
-cannonInitialSensors <integer>
How many sensors cannons start with.
-cannonInitialWideangles <integer>
How many wideangles cannons start with.
-cannonInitialRearshots <integer>
How many rearshots cannons start with.
-cannonInitialAfterburners <integer>
How many afterburners cannons start with.
-cannonInitialTransporters <integer>
How many transporters cannons start with.
-cannonInitialMirrors <integer>
How many mirrors cannons start with.
-cannonInitialDeflectors <integer>
How many deflectors cannons start with.
-cannonInitialHyperJumps <integer>
How many hyperjumps cannons start with.
-cannonInitialPhasings <integer>
How many phasing devices cannons start with.
-cannonInitialLasers <integer>
How many lasers cannons start with.
-cannonInitialEmergencyThrusts <integer>
How many emergency thrusts cannons start with.
-cannonInitialTractorBeams <integer>
How many tractor/pressor beams cannons start with.
-cannonInitialAutopilots <integer>
How many autopilots cannons start with.
-cannonInitialEmergencyShields <integer>
How many emergency shields cannons start with.
-/+keepShots
Do shots, mines and missiles remain after their owner leaves?
-/+teamImmunity
Should other team members be immune to various shots thrust
etc.? This works for alliances too.
-/+ecmsReprogramMines
Is it possible to reprogram mines with ECMs?
-/+ecmsReprogramRobots
Are robots reprogrammed by ECMs instead of blinded?
-/+targetKillTeam
Do team members die when their last target explodes?
-/+targetTeamCollision or targetCollision
Do team members collide with their own target or not.
-/+targetSync
Do all the targets of a team reappear/repair at the same time?
-targetDeadTicks <real>
How many ticks do targets stay destroyed? Replaces option
targetDeadTime.
-/+treasureKillTeam
Do team members die when their treasure is destroyed?
-/+captureTheFlag or ctf
Does a team’s treasure have to be safe before enemy balls can be
cashed?
-specialBallTeam or specialBall <integer>
Balls that belong to this team are ’special’ balls that score
against all other teams.
-/+treasureCollisionDestroys or treasureCollisionDestroy
Are balls destroyed when a player touches it?
-ballConnectorSpringConstant <real>
What is the spring constant for connectors?
-ballConnectorDamping <real>
What is the damping force on connectors?
-maxBallConnectorRatio <real>
How much longer or shorter can a connecter get before it breaks?
-ballConnectorLength <real>
How long is a normal connector string?
-/+connectorIsString
Can the connector get shorter?
-ballRadius <real>
What radius, measured in pixels, the treasure balls have on the
server. In traditional XPilot, the ball was treated as a point
(radius = 0), but visually appeared on the client with a radius
of 10 pixels.
-/+treasureCollisionMayKill or treasureUnshieldedCollisionKills
Does a ball kill a player when the player touches it unshielded?
-/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills
Can ships be destroyed when hit by wreckage?
-/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills
Can ships be destroyed when hit by an asteroid?
-/+ignore20MaxFPS
Ignore client maxFPS request if it is 20 (old default, too low).
[ Flags: command, defaults ]
-/+tagGame or tag
Are we going to play a game of tag? One player is ’it’ (is
worth more points when killed than the others). After this
player is killed, the one who killed them becomes ’it’, and so
on.
-tagKillItScoreMult or tagKillItMult <real>
Score multiplier for killing ’it’ (tagGame must be on).
-tagItKillScoreMult or tagItKillMult <real>
Score multiplier when ’it’ kills an enemy player (tagGame must
be on).
-/+timing or race
Enable race mode?
-/+ballrace
Is timing done for balls (on) or players (off)? Only used if
timing is on.
-/+ballraceConnected
Should a player be connected to a ball to pass a checkpoint?
Only used if timing and ballrace are both on.
-/+edgeWrap
Do objects wrap when they cross the edge of the Universe?.
-/+edgeBounce
Do objects bounce when they hit the edge of the Universe?.
-/+extraBorder
Give map an extra border of wall blocks?.
-gravityPoint <position>
If the gravity is a point source where does that gravity
originate? Specify the point in the form: x,y.
-gravityAngle <real>
If gravity is along a uniform line, at what angle is that line?
-/+gravityPointSource
Is gravity originating from a single point?
-/+gravityClockwise
If the gravity is a point source, is it clockwise?
-/+gravityAnticlockwise
If the gravity is a point source, is it anticlockwise?
-/+gravityVisible
Are gravity mapsymbols visible to players?
-/+wormholeVisible
Are wormhole mapsymbols visible to players?
-/+itemConcentratorVisible
Are itemconcentrator mapsymbols visible to players?
-/+asteroidConcentratorVisible
Are asteroidconcentrator mapsymbols visible to players?
-wormholeStableTicks <real>
Number of ticks wormholes will keep the same destination.
-defaultsFileName or defaults <string>
The filename of the defaults file to read on startup. [ Flags:
command, invisible ]
-passwordFileName <string>
The filename of the password file to read on startup. [ Flags:
command, defaults, invisible ]
-motdFileName or motd <string>
The filename of the MOTD file to show to clients when they join.
[ Flags: command, defaults, invisible ]
-scoreTableFileName or scoretable <string>
The filename for the score table to be dumped to. This is a
placeholder option which doesn’t do anything. [ Flags: command,
defaults, invisible ]
-adminMessageFileName or adminMessage <string>
The name of the file where player messages for the server
administrator will be saved. For the messages to be saved the
file must already exist. Players can send these messages by
writing to god. [ Flags: command, defaults, invisible ]
-adminMessageFileSizeLimit or adminMessageLimit <integer>
The maximum size in bytes of the admin message file. [ Flags:
command, defaults, invisible ]
-rankFileName <string>
The filename for the XML file to hold server ranking data. To
reset the ranking, delete this file. [ Flags: command,
defaults, invisible ]
-rankWebpageFileName or rankWebpage <string>
The filename for the webpage with the server ranking list. [
Flags: command, defaults, invisible ]
-rankWebpageCSS or rankCSS <string>
The URL of an optional style sheet for the ranking webpage. [
Flags: command, defaults, invisible ]
-framesPerSecond or FPS <integer>
The number of frames per second the server should strive for.
-gameSpeed <real>
Rate at which game events happen. The gameSpeed specifies how
many ticks of game time elapse each second. A value of 0 means
that the value of gameSpeed should be equal to the value of FPS.
-/+allowSmartMissiles or allowSmarts
Should smart missiles be allowed?
-/+allowHeatSeekers or allowHeats
Should heatseekers be allowed?
-/+allowTorpedoes or allowTorps
Should torpedoes be allowed?
-/+allowNukes or nukes
Should nuclear weapons be allowed?
-/+allowClusters or clusters
Should cluster weapons be allowed?
-/+allowModifiers or modifiers
Should the weapon modifiers be allowed?
-/+allowLaserModifiers or lasermodifiers
Can lasers be modified to be a different weapon?
-/+allowShipShapes or ShipShapes
Are players allowed to define their own ship shape?
-/+playersOnRadar or playersRadar
Are players visible on the radar.
-/+missilesOnRadar or missilesRadar
Are missiles visible on the radar.
-/+minesOnRadar or minesRadar
Are mines visible on the radar.
-/+nukesOnRadar or nukesRadar
Are nukes visible or highlighted on the radar.
-/+treasuresOnRadar or treasuresRadar
Are treasure balls visible or highlighted on the radar.
-/+asteroidsOnRadar or asteroidsRadar
Are asteroids visible on the radar.
-/+distinguishMissiles
Are different types of missiles distinguished (by length).
-maxMissilesPerPack <integer>
The number of missiles gotten by picking up one missile item.
-maxMinesPerPack <integer>
The number of mines gotten by picking up one mine item.
-/+identifyMines
Are mine owner’s names displayed.
-/+shieldedItemPickup or shieldItem
Can items be picked up while shields are up?
-/+shieldedMining or shieldMine
Can mines be thrown and placed while shields are up?
-/+laserIsStunGun or stunGun
Is the laser weapon a stun gun weapon?
-nukeMinSmarts <integer>
The minimum number of missiles needed to fire one nuclear
missile.
-nukeMinMines <integer>
The minimum number of mines needed to make a nuclear mine.
-nukeClusterDamage <real>
How much each cluster debris does damage wise from a nuke mine.
This helps to reduce the number of particles caused by nuclear
mine explosions, which improves server response time for such
explosions.
-nukeDebrisLife <real>
Life of nuke debris, in ticks.
-mineFuseTicks <real>
Number of ticks after which owned mines become deadly (0=never).
-mineLife <real>
Life of mines in ticks.
-minMineSpeed <real>
Minimum speed of mines.
-missileLife <real>
Life of missiles in ticks.
-baseMineRange <real>
Minimum distance from base mines may be used (unit is blocks).
-mineShotDetonateDistance <real>
How close must a shot be to detonate a mine? Set this to 0 to
turn it off.
-shotKillScoreMult <real>
Multiplication factor to scale score for shot kills.
-torpedoKillScoreMult <real>
Multiplication factor to scale score for torpedo kills.
-smartKillScoreMult <real>
Multiplication factor to scale score for smart missile kills.
-heatKillScoreMult <real>
Multiplication factor to scale score for heatseeker kills.
-clusterKillScoreMult <real>
Multiplication factor to scale score for cluster debris kills.
-laserKillScoreMult <real>
Multiplication factor to scale score for laser kills.
-tankKillScoreMult <real>
Multiplication factor to scale score for tank kills.
-runoverKillScoreMult <real>
Multiplication factor to scale score for player runovers.
-ballKillScoreMult <real>
Multiplication factor to scale score for ball kills.
-explosionKillScoreMult <real>
Multiplication factor to scale score for explosion kills.
-shoveKillScoreMult <real>
Multiplication factor to scale score for shove kills.
-crashScoreMult <real>
Multiplication factor to scale score for player crashes.
-mineScoreMult <real>
Multiplication factor to scale score for mine hits.
-selfKillScoreMult <real>
Multiplication factor to scale score for killing yourself.
-selfDestructScoreMult <real>
Multiplication factor to scale score for self-destructing.
-unownedKillScoreMult <real>
Multiplication factor to scale score for being killed by
asteroids or other objects without an owner.
-cannonKillScoreMult <real>
Multiplication factor to scale score for being killed by
cannons.
-movingItemProb <real>
Probability for an item to appear as moving.
-randomItemProb <real>
Probability for an item to appear random. Random items change
their appearance every frame, so players cannot tell what item
they have until they get it.
-dropItemOnKillProb <real>
Probability for dropping an item (each item) when you are
killed.
-detonateItemOnKillProb <real>
Probability for undropped items to detonate when you are killed.
-destroyItemInCollisionProb <real>
Probability for items (some items) to be destroyed in a
collision.
-asteroidItemProb <real>
Probability for an asteroid to release items when it breaks.
-asteroidMaxItems <integer>
The maximum number of items a broken asteroid can release.
-itemProbMult or itemProbFact <real>
Item Probability Factor scales all item probabilities.
-cannonItemProbMult <real>
Average number of items a cannon gets per minute.
-maxItemDensity <real>
Maximum density for items (max items per block).
-asteroidProb <real>
Probability for an asteroid to appear.
-maxAsteroidDensity <real>
Maximum density [0.0-1.0] for asteroids (max asteroids per
block.
-itemConcentratorRadius or itemConcentratorRange <real>
Range within which an item concentrator can create an item.
Sensible values are in the range 1.0 to 20.0 (unit is 35
pixels). If there are no item concentrators, items might popup
anywhere. Some clients draw item concentrators as three
rotating triangles.
-itemConcentratorProb <real>
The chance for an item to appear near an item concentrator. If
this is less than 1.0 or there are no item concentrators, items
may also popup where there is no concentrator nearby.
-asteroidConcentratorRadius or asteroidConcentratorRange <real>
Range within which an asteroid concentrator can create an
asteroid. Sensible values are in the range 1.0 to 20.0 (unit is
35 pixels). If there are no such concentrators, asteroids can
popup anywhere. Some clients draw these concentrators as three
rotating squares.
-asteroidConcentratorProb <real>
The chance for an asteroid to appear near an asteroid
concentrator. If this is less than 1.0 or there are no asteroid
concentrators, asteroids may also appear where there is no
concentrator nearby.
-rogueHeatProb <real>
Probability that unclaimed missile packs will go rogue.
-rogueMineProb <real>
Probability that unclaimed mine items will activate.
-itemEnergyPackProb <real>
Probability for an energy pack to appear.
-itemTankProb <real>
Probability for an extra tank to appear.
-itemECMProb <real>
Probability for an ECM item to appear.
-itemArmorProb <real>
Probability for an armor item to appear.
-itemMineProb <real>
Probability for a mine item to appear.
-itemMissileProb <real>
Probability for a missile item to appear.
-itemCloakProb <real>
Probability for a cloak item to appear.
-itemSensorProb <real>
Probability for a sensor item to appear.
-itemWideangleProb <real>
Probability for a wideangle item to appear.
-itemRearshotProb <real>
Probability for a rearshot item to appear.
-itemAfterburnerProb <real>
Probability for an afterburner item to appear.
-itemTransporterProb <real>
Probability for a transporter item to appear.
-itemMirrorProb <real>
Probability for a mirror item to appear.
-itemDeflectorProb <real>
Probability for a deflector item to appear.
-itemHyperJumpProb <real>
Probability for a hyperjump item to appear.
-itemPhasingProb <real>
Probability for a phasing item to appear.
-itemLaserProb <real>
Probability for a Laser item to appear.
-itemEmergencyThrustProb <real>
Probability for an Emergency Thrust item to appear.
-itemTractorBeamProb <real>
Probability for a Tractor Beam item to appear.
-itemAutopilotProb <real>
Probability for an Autopilot item to appear.
-itemEmergencyShieldProb <real>
Probability for an Emergency Shield item to appear.
-initialFuel <integer>
How much fuel players start with.
-initialTanks <integer>
How many tanks players start with.
-initialECMs <integer>
How many ECMs players start with.
-initialArmor or initialArmors <integer>
How much armor players start with.
-initialMines <integer>
How many mines players start with.
-initialMissiles <integer>
How many missiles players start with.
-initialCloaks <integer>
How many cloaks players start with.
-initialSensors <integer>
How many sensors players start with.
-initialWideangles <integer>
How many wideangles players start with.
-initialRearshots <integer>
How many rearshots players start with.
-initialAfterburners <integer>
How many afterburners players start with.
-initialTransporters <integer>
How many transporters players start with.
-initialMirrors <integer>
How many mirrors players start with.
-initialDeflectors <integer>
How many deflectors players start with.
-initialHyperJumps <integer>
How many hyperjumps players start with.
-initialPhasings <integer>
How many phasing devices players start with.
-initialLasers <integer>
How many lasers players start with.
-initialEmergencyThrusts <integer>
How many emergency thrusts players start with.
-initialTractorBeams <integer>
How many tractor/pressor beams players start with.
-initialAutopilots <integer>
How many autopilots players start with.
-initialEmergencyShields <integer>
How many emergency shields players start with.
-maxFuel <integer>
Upper limit on the amount of fuel per player.
-maxTanks <integer>
Upper limit on the number of tanks per player.
-maxECMs <integer>
Upper limit on the number of ECMs per player.
-maxMines <integer>
Upper limit on the number of mines per player.
-maxMissiles <integer>
Upper limit on the number of missiles per player.
-maxCloaks <integer>
Upper limit on the number of cloaks per player.
-maxSensors <integer>
Upper limit on the number of sensors per player.
-maxWideangles <integer>
Upper limit on the number of wides per player.
-maxRearshots <integer>
Upper limit on the number of rearshots per player.
-maxAfterburners <integer>
Upper limit on the number of afterburners per player.
-maxTransporters <integer>
Upper limit on the number of transporters per player.
-maxArmor or maxArmors <integer>
Upper limit on the amount of armor per player.
-maxMirrors <integer>
Upper limit on the number of mirrors per player.
-maxDeflectors <integer>
Upper limit on the number of deflectors per player.
-maxPhasings <integer>
Upper limit on the number of phasing devices per players.
-maxHyperJumps <integer>
Upper limit on the number of hyperjumps per player.
-maxEmergencyThrusts <integer>
Upper limit on the number of emergency thrusts per player.
-maxLasers <integer>
Upper limit on the number of lasers per player.
-maxTractorBeams <integer>
Upper limit on the number of tractorbeams per player.
-maxAutopilots <integer>
Upper limit on the number of autopilots per player.
-maxEmergencyShields <integer>
Upper limit on the number of emergency shields per player.
-gameDuration or time <real>
The duration of the game in minutes (aka. pizza mode).
-/+baselessPausing
Should paused players keep their bases? Can only be used on
teamplay maps for now.
-survivalScore <real>
Multiplicator for quadratic score increase over time survived
with lowered shield
-pauseTax <real>
How many points to subtract from pausing players each second.
-friction <real>
Fraction of velocity ship loses each frame.
-blockFriction <real>
Fraction of velocity ship loses each frame when it is in
friction blocks.
-/+blockFrictionVisible
Are friction blocks visible? If true, friction blocks show up
as decor; if false, they don’t show up at all.
-coriolis <real>
The clockwise angle (in degrees) a ship’s velocity turns each
time unit.
-checkpointRadius <real>
How close you have to be to a checkpoint to register - in
blocks.
-raceLaps <integer>
How many laps per race.
-/+loseItemDestroys
Destroy item that player drops. Otherwise drop it.
-/+useDebris
Are debris particles created where appropriate? Value affect
ship exhaust sparks and cluster debris. To disallow cluster
weapons but not sparks, set allowClusters off.
-/+useWreckage
Do destroyed ships leave wreckage?
-maxOffensiveItems <integer>
How many offensive items a player can carry.
-maxDefensiveItems <integer>
How many defensive items a player can carry.
-maxRoundTime <integer>
The maximum duration of each round, in seconds.
-roundsToPlay or numRounds <integer>
The number of rounds to play.
Unlimited if 0.
-maxVisibleObject or maxVisibleObjects <integer>
What is the maximum number of objects a player can see.
-/+pLockServer
Whether the server is prevented from being swapped out of
memory. [ Flags: command, defaults ]
-/+sound
Does the server send sound events to players that request sound.
-timerResolution <integer>
If set to nonzero xpilots will requests signals from the OS at
1/timerResolution second intervals. The server will then
compute a new frame FPS times out of every timerResolution
signals. [ Flags: command, defaults ]
-password <string>
The password needed to obtain operator privileges. If specified
on the command line, on many systems other users will be able to
see the password. Therefore, using the password file instead is
recommended. [ Flags: command, passwordfile, defaults,
invisible ]
-clientPortStart <integer>
Use UDP ports clientPortStart - clientPortEnd (for firewalls) [
Flags: command, defaults ]
-clientPortEnd <integer>
Use UDP ports clientPortStart - clientPortEnd (for firewalls) [
Flags: command, defaults ]
-maxPauseTime <integer>
The maximum time a player can stay paused for, in seconds.
After being paused this long, the player will be kicked off.
Setting this option to 0 disables the feature.
-maxIdleTime <integer>
The maximum time a player can stay idle, in seconds. After
having idled this long, the player will be paused. Setting this
option to 0 disables the feature.
-maxClientsPerIP or maxPerIP <integer>
Maximum number of clients per IP address allowed to connect.
This prevents unfriendly players from occupying all the bases,
effectively "kicking" paused players and denying other players
to join. Setting this to 0 means any number of clients from the
same IP address can join. [ Flags: command, defaults ]
-playerLimit <integer>
Allow playerLimit players to enter at once. If set to 0, allow
10 more players than there are bases. (If baselessPausing is
off, more than bases cannot enter.) During game, cannot be set
higher than the starting value.
-recordMode <integer>
If this is set to 1 when the server starts, the game is saved in
the file specified by recordFileName. If set to 2 at startup,
the server replays the recorded game. Joining players are
spectators who can watch the recorded game from anyone’s
viewpoint. Can be set to 0 in the middle of a game to
stoprecording. [ Flags: command, defaults, invisible ]
-recordFileName or recordFile <string>
Name of the file where server recordings are saved. [ Flags:
command, defaults, invisible ]
-recordFlushInterval or recordWait <integer>
If set to a nonzero value x, the server will flush all recording
data in memory to the record file at least once every x seconds.
This is useful if you want to replay the game on another server
while it is still being played. There is a small overhead (some
dozens of bytes extra recording file size) for each flush.
-/+constantScoring
Whether the scores given from various things are fixed.
-/+zeroSumScoring or zeroSum
Use Zero sum scoring? [ Flags: command ]
-/+elimination
Race mode where the last player drops out each lap.
-dataURL <string>
URL where the client can get extra data for this map.
-/+polygonMode
Force use of polygon protocol when communicating with clients?
(useful for debugging if you want to see the polygons created in
the blocks to polygons conversion function).
-/+fastAim
When calculating a frame, turn the ship before firing. This
means you can change aim one frame faster. Added this option to
see how much difference changing the order would make.
-/+ngControls
Enable improved precision steering and aiming of main gun.
-/+legacyMode
Try to emulate classic xpilot behavior.
-constantSpeed or oldThrust <real>
Make ship move forward at a constant speed when thrust key is
held down, in addition to the normal acceleration. The constant
speed is proportional to the product of the acceleration of the
ship (varying with ship mass and afterburners) and the value of
this option. Note that this option is quite unphysical and can
using it can cause weird effects (with bounces for example).
Low values close to 0.5 (maybe in the range 0.3 to 1) for this
option can be used if you want to increase ship agility without
increasing speeds otherwise. This can improve gameplay for
example on the Blood’s Music map. Higher values make the ship
behaviour visibly weird.
-turnPushPersistence or pushPersist <real>
How much of the turnpush to remain as player velocity. (0.0-1.0)
-turnGrip or turnPushGrip <real>
How much of of the turnPush should pull the ship sideways by
gripping to the friction of the wall?. (0.0-1.0)
-thrustWidth or sprayWidth <real>
Width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees.
-thrustMass or sparkWeight <real>
Weight of thrust sparks.
-sparkSpeed or sparkVel <real>
Multiplier affecting avg. speed (relative ship) of thrust
sparks.
-/+ballStyles
Send ball styles to clients.
-/+ignoreMaxFPS
Ignore client maxFPS requests and always send all frames. This
is a hack for demonstration purposes to allow changing the
server FPS when there are old clients with broken maxFPS
handling. Those clients could be better dealt with separately.
This option will be removed in the future (hopefully).
-pausedFramesPerSecond or pausedFPS <integer>
Maximum FPS shown to paused players. 0 means full framerate.
Can be used to reduce server bandwidth consumption.
-waitingFramesPerSecond or waitingFPS <integer>
Maximum FPS shown to players in waiting state. 0 means full
framerate. Can be used to limit bandwidth used. Waiting players
are those that have just joined a game and have to wait until
next round starts. Note that in clients, a W is shown next to
waiting players’ names in the score list.
-deadFramesPerSecond or deadFPS <integer>
Maximum FPS shown to players in dead state. 0 means full
framerate. Can be used to limit bandwidth used. This option
should only be used if pausedFPS and waitingFPS options don’t
limit bandwidth usage enough. Dead players are those that have
played this round but have run out of lives. Note that in
clients, a D is shown next to dead players’ names in the score
list.
-/+teamcup
Is this a teamcup match?. [ Flags: command, any, invisible ]
-teamcupName <string>
The name of the teamcup (used only if teamcup is true). [
Flags: command, any, invisible ]
-teamcupMailAddress <string>
The mail address where players should send match results. [
Flags: command, any, invisible ]
-teamcupScoreFileNamePrefix <string>
First part of file name for teamcup score files. The whole
filename will be this followed by the match number. [ Flags:
command, any, invisible ]
-teamcupMatchNumber or match <integer>
The number of the teamcup match. [ Flags: command ]
-mainLoopTime <real>
Duration of last Main_loop() function call (in milliseconds).
This option is read only. [ Flags: command ]
-cellGetObjectsThreshold or cellThreshold <integer>
Use Cell_get_objects if there is this many objects or more.
The probabilities are in the range [0.0-1.0] and they refer to
the probability that an event will occur in a block per second.
Boolean options are turned off by using +<option>.
Please refer to the manual pages, xpilot-ng-server(6),
xpilot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help.
XPilot NG 4.7.3~cvs20080224 comes with ABSOLUTELY NO WARRANTY;
for details see the provided COPYING file.
XPilot NG 4.7.3~cvs20080224